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Messages - Deimos Rast

#46

It's from this mod. Specifically, the Furniture one.
Not updated to A15 yet, but will be once CCL is updated.

https://ludeon.com/forums/index.php?topic=17610.0
#47
Releases / Re: [A14] Mew's Mods
September 12, 2016, 04:23:22 PM
Quote from: Adventurer on August 16, 2016, 04:44:32 AM
Does NoBadOrganThoughts get rid of the mood loss penalty for a prisoner dying outside of surgery?
Yes.

Quote from: CJoker3221 on September 12, 2016, 02:47:43 PM
Would love to have this updated, especially the NoBadOrganThoughts, anyone know any alternative?
This should be good with just a version increase. Open About/About.xml and "<targetVersion>0.14.1234</targetVersion>" change to "<targetVersion>0.15.0</targetVersion>" for A15.

To head off other "does this do..." questions, the mod sets opinion effects to 0 for:
KnowPrisonerDiedInnocent
KnowGuestExecuted
ExecutedPrisoner
SoldPrisoner
BotchedMySurgery
KnowPrisonerSold
KnowGuestOrganHarvested
KnowColonistOrganHarvested
MyOrganHarvested

But these ones still have opinion modifiers greater than 0:
KnowColonistExecuted
SoldMyLovedOne
SoldMyBondedAnimal

Happy Harvesting!
#48
Outdated / Re: [A13] LED Lights - V 1.4 (14/4/2016)
September 12, 2016, 04:07:01 PM
Updated the mod slightly, reverting the power conduit behavior (rope lights now act as conduits again). I talked to Loki88, and he did this originally to prevent the lights from getting all the "power connection" lines which look ugly. I think it's a clever idea, and would never have thought of it.

Also, and this is important! I had to rename the mod folder and mod name (removing the version from the title) otherwise every time I do a version increase, the game would register it as a new mod. However, since I made this change now, that means with this update, if you are using the previous version, this version will be registered as a new mod by the game! Everything under the hood is the exact same, but you have to disable the old one and enable the new one. YOU WILL GET A MOD MISMATCH WARNING ON LOADING A SAVE. You can ignore it. I tested it and it loaded fine. This is a one time inconvenience.

If you're not convinced, backup your save first (should probably do that regularly anyway when installing mods) or stick with the old one, as the changes were minor.

You'll still see the version in the About.xml and Changelog.txt and in the Archive when you download it, but the folder will just be "LED Lights [A15]" and that's what it'll show ingame (as opposed to LED Lights 1.5, since we're now at v1.5.1).

Cheers.

LED Lights v1.5.1
LED Lights Simple v1.5.1
#49
Releases / Re: [A15][MODLIST] Glitter Tech
September 12, 2016, 03:40:11 PM
Quote from: squirrel gnut on September 12, 2016, 01:48:52 PM
Day 300....Still no Silicone, Neutroamine, or Ethanol. How do I find/create these.....
Silcon (Electrolyzer)
Requires stone blocks (25-35 or so)

Ethanol (Electrolyzer)
Requires raw berries (40)

Neutroamine...bad news friend. That's a stock resource, with no recipe. I was going to suggest an alternative mod that has a precursor for it, but I don't think it's been fully added yet.

The ethanol recipe could/should probably be expanded to include Corn, something at least renewable, although that crop is for many reasons not ideal (slow growing and delicious). I wouldn't be opposed to writing such a recipe, provided someone can come up with a number for a Corn to Ethanol ratio that sounds reasonable (I'm talking from a gameplay perspective, not real world - we future tech now ;D). Don't want to imbalance things.
#50
Quote from: Master Bucketsmith on September 12, 2016, 11:02:13 AM
Realistic Weather & Nights does wonders to test light related mods. :)

Btw, Deimos, does the advanced outdoor lamp still have that issue where the huge glow radius will bug out with hard lines where it'll no longer glow?
Yeah, but monsters and stuff live in the dark... :-[
As to the Adv. Outdoor Lamp misbehaving: I put my best colonists at work on the issue. I spawned in a lamp, let the game run in the background for a week, while occasionally dropping in "brain food" for the colonists (e.g. Luciferium and raw monkey meat), and after they all starved, went crazy and killed each other, I checked the results. It seems to work fine? It did act a bit buggy (not a fluid transition from glower to shadow) when I had multiple going (specifically when I flicked a few off, they got weird, but deconstructing the others "updated" it and fixed the issue). I'm not entirely sure what "hard lines" means, unless you mean what I just referred to.

Internally, this is the only change that happened to the glower class in the A12-A15 update, which I don't honestly think makes any difference, besides changing colors in my XML editor  ;D
Forty for a glower is rather high; the stock standing lamp has a glower of twelve by comparison. I'm pretty sure <shadowData> and stuff only relates to the shadow the graphic texture gives off, not other shadows.

      <li>
        <compClass>CompGlower</compClass>
        <glowRadius>40</glowRadius>
        <glowColor>(217,217,208,0)</glowColor>
      </li>
      <li Class="CompProperties_Glower">
        <glowRadius>40</glowRadius>
        <glowColor>(217,217,208,0)</glowColor>
      </li>


Since I had the file open I felt obligated to make a change: the outdoor light and advanced outdoor light can no longer be placed under ceilings. Because that would be indoors. Porch lamp still can though, in case you want to have a porch with an overhang or something. If you dislike this change, look in Defs/ThingDefs/Lights_Outdoor.xml (created just for your convenience) and delete "PlaceWorker_NotUnderRoof" .

Advanced Lamps A15 v6.3.1
#51
Please give feed back if you feel anything is out of whack. The work amounts should generally be high (although not necessarily for something like a pistol), but the material costs were harder to scale.

Things to watch for:
- Can you get by with mass producing a single gun. The strength of a weapon pack is diversity. There are a lot of cool guns in here, I would consider it a failure if you just built Glock 17's all day every day and didn't try out the S&W Model 500 on occasion.
- Can "endgame" guns be mass produced at all. I'm not saying you shouldn't have a couple of Barrett M82's, but they should be more expensive to get.
- Do you still use stock guns at all? Ideally, stock should still have a place (and I don't mean just when you spawn in with them).

Spreadsheet for the nerds

Edit:
thanks eatKenny (and for the great mod)!
#52
Releases / Re: [A15][MODLIST] Glitter Tech
September 12, 2016, 01:37:18 PM
Yeah, that's for manual, but Steam isn't too different, just getting there is a little more convoluted.

Edit: I'm on Linux, so my file path is going to be a bit different:
/home/user/.steam/steam/steamapps/workshop/content/294100/725576127
Your's will probably be (a wild guess)
Users/YourNameHere/Steam/SteamApps/Workshop/Content/294100/725576127

I'll edit this in a second when I'm at the proper computer (at breakfast atm ;D), but get to your Steam folder, go to Workshop > Content > 294100 > 725576127 which is the GlitterTech folder, then the path should be the same from there. If you can't find it, do a search of your computer for an About.xml file that contains the word "Glitter" and you should get you within the mod directory (you'll be in GlitterTech/About/About.xml and you want GlitterTech/Defs/RecipeDefs/whatever I said to go in yesterday.xml)
Savy?
;)

===========================
Also, to people saying this mod should have documentation: CCL Help menu is your friend. Unfortunately of course it's not available for A15 yet, but in A14 it provides all the documentation you could want (recipes, how to build things, etc).
#53
Releases / Re: [A15][MODLIST] Glitter Tech
September 12, 2016, 03:32:37 AM
Quote from: AcneZebra on September 11, 2016, 11:00:25 PM
Is there any way to  modify a config file to change the recipes for items at all? I'm in the late game on a flat map trying to source silicon and I'm finding that 25 stone blocks per single silicon is a little slow given the amount you need for computer components. Is there a value I can change somewhere to lower the number of items a recipe needs?

Check in this file found here. Open in Notepad.
GlitterTech/Defs/RecipeDefs/Recipes_AdvancedProduction.xml

I highlighted the line below. Mine says 35 for whatever reason, your's will probably say 25. Change to taste. Alternatively, you could change how many Silicon it gives you, further down under <products>. Or both!
Might want to create a copy of the file before you edit it though, in the off chance your cat jumps on the keyboard while you're editing or something.  ;D

 
<!-- ========================= Electrolyzer ==========================-->
  <RecipeDef>
    <defName>ProduceSilicon</defName>
    <label>produce silicon from stone</label>
    <description>Produce silicon from stone</description>
    <jobString>Producing Silicon from stone</jobString>
    <workAmount>1200</workAmount>
    <workSpeedStat>SmeltingSpeed</workSpeedStat>
    <effectWorking>Smelt</effectWorking>
    <soundWorking>Recipe_Smelt</soundWorking>
    <ingredients>
      <li>
        <filter>
          <categories>
            <li>StoneBlocks</li>
          </categories>
        </filter>
        <count>35</count> <------------------------------------------------------------------
      </li>
    </ingredients>
    <products>
      <Silicon>1</Silicon>
    </products>
    <fixedIngredientFilter>
      <categories>
        <li>StoneBlocks</li>
      </categories>
    </fixedIngredientFilter>
    <workSkill>Crafting</workSkill>
  </RecipeDef>
#54
Outdated / Re: [A15] Healing Gun
September 12, 2016, 03:16:07 AM
Unacceptable! A gun that...heals?! Madness!
;D
I was wondering how you did it and was hoping it was as easy as setting the damage value to a negative number, but it looks like you gave it the custom assembly treatment. :P
A very expensive gun too from looking at the configs, but you have to balance it somehow.
Thanks!
#55
@dragonregure @eatKenny
So I made a thing... ;D
I'm a big fan of this mod, but I didn't like how you couldn't craft anything. So I set about remedying that.

I already had a spreadsheet with all the HC and stock weapon stats, so it simply became a matter of "fill in the blank." Luckily, all the HC weapons have a MarketValue, and I largely went off that. Initially, I planned on going solely off of that, but some numbers were (I felt) high, and then there were outliers, and I had to take into account the quasi "soft caps" the weapon tiers put on things. In short, balance is a harsh mistress. When I couldn't go up in cost, I often went to the side: into Plasteel, but only for the more advanced guns (ones specifically with the AdvancedGun tag), and at a generally low amount (5-15).

Then it came time to actually write the recipes. I had initially planned to take the easier route and redefine the Base abstract with recipeMakers and put the recipes directly in the weapon defs themselves. But that would require eventually overwriting the original weapon defs and long story short, I was worried about breaking saves. I took the longer route and wrote out RecipeDefs for every single weapon in the mod. Including the heavy ordinance, grenades, and sledgehammer. Ballistic Shield and Sledgehammer are crafted at the Smithy; everything else at the Machining Table.

Everything was tested in game. No errors or warnings in sight. I did not craft everything, however, only a random sampling, but I did check recipes of everything in game.
Nothing from the Mod is being redistributed. eatKenny is welcome to use this (i.e. incorporate it) as he sees fit, or not. Either is fine with me. :)

Installation:
Place folder 'RecipeDefs' into folder High Caliber/Defs
Does not require a new save. Yes, I tested it.
Does require you to reload the game though, in order for High Caliber to be reloaded.

Feedback:
As I said, balance is a very hard game to play, one which I hate. That aside, if you feel some numbers are way off (and I mean way off), let me know. Spreadsheet available on request if you want to really geek out.

Download:
Dropbox
#56
Quote from: dragonregure on September 11, 2016, 10:07:40 PM
1 again, can we craft HC guns? ecause i didnt find at machine table bills list

Unfortunately, no. That is the one downside to High Caliber: none of the guns/items are craftable. EDIT: check the smithy too.
I suppose I could try writing a patch, as the License is a pretty good one. Might take a bit though.
#57
Mods / Re: Art Modifications - Resources
September 11, 2016, 10:54:57 PM
Quote from: Helpful Bot on September 11, 2016, 03:15:07 PM
Glass wall art assets to be used in my forthcoming lighting mod. Anyone can use them if they would like. Credit would be appreciated.
Those could almost pass for Ice Walls....not that anyone would ever think of building a wall of solid Ice.... ;D
#58
Really? You're just going to leave that teaser there? Ugh!
I'm pretty sure I know 'what' you'll summon them from, the 'why' and 'when' but not the 'how'. Not entirely anyway. I am very interested in seeing what you do. Now then, back to my lab to see if I can get a Yorky to spawn from a molotov...
#59
I apologize. I didn't realize you could change names in game, I was looking at things strictly from the XML level. My bad.
I wouldn't stress about A15 too much. As you said, no CCL. And as always, Uni comes first.
Good luck with your courses.
#60
Yeah, that happens, but nothing I can do about it. I messaged both Loki88 & Igabod about the respective updates, but beyond that...*shrug*
That's why if you see a mod you like but it's outdated but it has a semi recent post, check the past page or two to see if a community update has been released.
Also, lights really only...shine....at night. Often during the day it'll be hard to tell if they're on. For testing, I put them on the Sterile flooring to make it easier to see. Something to consider if it doesn't seem like they're working.